Where do I fit Taunt in?


Aett_Thorn

 

Posted

Seriously no one has every complained about my Fire/Fire/Pyre not holding aggro and it doesnt have taunt. No one ever complained about my INV tank not holding aggro when he didnt have taunt ( although now I have it for more defense slotting ). In fact on the tanks that do have taunt I took it very late in the build usually post 40 and never had an issue before that..

Taunt only works on 5 foes max so you will need to use all your skills if you are REALLY going to manage aggro.

And I am not talking tanks leveled up through AE boss missions. Im talking good old fashioned leveling...

You have either played with badly designed tanks or tanks who didnt know what they were doing.

Taunt is a tool and while it is a good one, to suggest that a tanker that doesnt take taunt is no better than a scrapper IMO is somewhat shortsighted. I also notice how you particularly blame the tank for the entire team faceplanting. I would like to know what maps you are running. What the level of the foes you were facing were relative to the tank itself. How many mobs did you engage ???

I guarantee you that I could run my Inv, Ice, or Fire tanks and never hit taunt once and you would not get any more additional aggro...

ALSO as a person who has played somewhere around 28 toons of every AT both hero and villian to 50 this one thing I know.. Aggro management is not the SOLE responsibility of the Tank. If the tank is engaged in a mob and you aggro another.. its YOUR fault.. I play lots of squishies and every single one of them I know how to handle the aggro they generate.


The hard things I can do--- The impossible just take a little bit longer.

If numbers are so much more important than a teammate who is fun to play with, forget about the game altogether and go play with a calculator instead. -Claws and Effect-

 

Posted

Quote:
Originally Posted by DragonEye View Post
I would swap out Buildup. Buildup is nice, but it is not nessacary for you.

Additionally, Unstoppable can also be skipped.
However, damage does increase Threat. An 80% increase in Threat for even a limited time can help you maintain aggro.


Let me never fall into the vulgar mistake of dreaming that I am persecuted whenever I am contradicted.
~Ralph Waldo Emerson

"I was just the one with the most unsolicited sombrero." - Traegus

 

Posted

Before this discussion becomes completely derailed, here's a Invul/Mace build that shows Taunt taken early, and has what I think of as reasonable power picks and order.

FWIW, I'm in the "Taunt is good to have but not essential" camp. I do, however, think it is closer to essential for Invul tankers who are new to tanking, since they might have difficulty holding aggro without it. To the OP: I recommend picking it up early and trying it. If you eventually come to the conclusion that you don't want it or need it, you can always drop it later.

This build was put together with the assumption that it would soft-capped for S/L and possibly E/NE defense, which is why Unstoppable was skipped. However, I also think that you should try Unstop before deciding whether to keep it or not, but of course YMMV.

Personally, I like Build-Up and always get it, but some tanks do skip it. If you've already decided to get the Fighting Pool, (which is not a given, BTW, my level 50 Invul/Mace doesn't have it) I think the other best options for dropping a power, either to get Unstop or an epic, are ResEn and Hasten.

Hope that helps!

Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/

Click this DataLink to open the build!
Level 48 Magic Tanker
Primary Power Set: Invulnerability
Secondary Power Set: War Mace
Power Pool: Flight
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Speed

Hero Profile:
Level 1: Temp Invulnerability -- Empty(A)
Level 1: Bash -- Empty(A)
Level 2: Dull Pain -- Empty(A)
Level 4: Jawbreaker -- Empty(A)
Level 6: Air Superiority -- Empty(A)
Level 8: Unyielding -- Empty(A)
Level 10: Taunt -- Empty(A)
Level 12: Swift -- Empty(A)
Level 14: Fly -- Empty(A)
Level 16: Health -- Empty(A)
Level 18: Invincibility -- Empty(A)
Level 20: Stamina -- Empty(A)
Level 22: Clobber -- Empty(A)
Level 24: Resist Physical Damage -- Empty(A)
Level 26: Tough Hide -- Empty(A)
Level 28: Whirling Mace -- Empty(A)
Level 30: Build Up -- Empty(A)
Level 32: Boxing -- Empty(A)
Level 35: Shatter -- Empty(A)
Level 38: Crowd Control -- Empty(A)
Level 41: Tough -- Empty(A)
Level 44: Weave -- Empty(A)
Level 47: Resist Energies -- Empty(A)
Level 49: Hasten -- Empty(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
------------
Set Bonus Totals:


My Characters

Knight Court--A CoH Story Complete 2/3/2012

 

Posted

If I were building an Inv/Mace with all the trimmings, I'd want to do something similar to this. With Inv, there should be almost no issue with early Taunt, because your primary is full of passives that lack urgency.

Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Magic Tanker
Primary Power Set: Invulnerability
Secondary Power Set: War Mace
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting

Hero Profile:
Level 1: Temp Invulnerability -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(7), RctvArm-ResDam/EndRdx/Rchg:40(9), RctvArm-ResDam:40(11), RctvArm-EndRdx:40(15)
Level 1: Bash -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(3), KntkC'bat-Dmg/EndRdx/Rchg:35(3), KntkC'bat-Knock%:35(43), C'ngImp-Acc/Dmg:50(43)
Level 2: Dull Pain -- RechRdx-I:50(A), RechRdx-I:50(7), RechRdx-I:50(13), Heal-I:50(33), Heal-I:50(34), Heal-I:50(34)
Level 4: Jawbreaker -- T'Death-Acc/Dmg:40(A), T'Death-Dmg/EndRdx:40(5), T'Death-Dmg/Rchg:40(5), T'Death-Acc/Dmg/EndRdx:40(31), T'Death-Dmg/EndRdx/Rchg:40(31), T'Death-Dam%:40(31)
Level 6: Hurdle -- Jump-I:50(A)
Level 8: Unyielding -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(9), RctvArm-ResDam/EndRdx/Rchg:40(11), RctvArm-ResDam:40(13), RctvArm-EndRdx:40(15)
Level 10: Taunt -- Mocking-Taunt:50(A), Mocking-Taunt/Rchg/Rng:50(50)
Level 12: Combat Jumping -- DefBuff-I:30(A)
Level 14: Super Jump -- Jump-I:50(A)
Level 16: Health -- Numna-Regen/Rcvry+:50(A), Mrcl-Rcvry+:40(17), Numna-Heal:50(17), Mrcl-Heal:40(50)
Level 18: Invincibility -- GftotA-Def/EndRdx:40(A), GftotA-Def/EndRdx/Rchg:40(19), GftotA-Def:40(19), GftotA-Def/Rchg:40(34), GSFC-Build%:50(37), Taunt-I:50(40)
Level 20: Stamina -- EndMod-I:50(A), EndMod-I:50(21), EndMod-I:50(21)
Level 22: Clobber -- T'Death-Acc/Dmg:40(A), T'Death-Dmg/EndRdx:40(23), T'Death-Dmg/Rchg:40(23), T'Death-Acc/Dmg/EndRdx:40(25), T'Death-Dmg/EndRdx/Rchg:40(29), T'Death-Dam%:40(33)
Level 24: Build Up -- AdjTgt-Rchg:50(A), AdjTgt-ToHit/Rchg:50(25), AdjTgt-EndRdx/Rchg:50(33), AdjTgt-ToHit/EndRdx/Rchg:50(48), AdjTgt-ToHit/EndRdx:50(48)
Level 26: Tough Hide -- DefBuff-I:50(A), DefBuff-I:50(27), DefBuff-I:50(27), Ksmt-ToHit+:30(50)
Level 28: Whirling Mace -- M'Strk-Acc/Dmg:50(A), M'Strk-Dmg/EndRdx:50(29), M'Strk-Dmg/Rchg:50(46), M'Strk-Acc/EndRdx:50(46), M'Strk-Acc/Dmg/EndRdx:50(46), M'Strk-Dmg/EndRdx/Rchg:50(48)
Level 30: Resist Physical Damage -- S'fstPrt-ResDam/Def+:30(A)
Level 32: Boxing -- Acc-I:50(A)
Level 35: Shatter -- M'Strk-Acc/Dmg:50(A), M'Strk-Dmg/EndRdx:50(36), M'Strk-Dmg/Rchg:50(36), M'Strk-Acc/EndRdx:50(36), M'Strk-Acc/Dmg/EndRdx:50(37), M'Strk-Dmg/EndRdx/Rchg:50(37)
Level 38: Crowd Control -- M'Strk-Acc/Dmg:50(A), M'Strk-Dmg/EndRdx:50(39), M'Strk-Dmg/Rchg:50(39), M'Strk-Acc/EndRdx:50(39), M'Strk-Acc/Dmg/EndRdx:50(40), M'Strk-Dmg/EndRdx/Rchg:50(40)
Level 41: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(42), RctvArm-ResDam/EndRdx/Rchg:40(42), RctvArm-ResDam:40(42), RctvArm-EndRdx:40(43)
Level 44: Weave -- GftotA-Def/EndRdx:40(A), GftotA-EndRdx/Rchg:40(45), GftotA-Def/EndRdx/Rchg:40(45), GftotA-Def:40(45)
Level 47: Resist Energies -- ResDam-I:50(A)
Level 49: Resist Elements -- ResDam-I:50(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet



<《 New Colchis / Guides / Mission Architect 》>
"At what point do we say, 'You're mucking with our myths'?" - Harlan Ellison

 

Posted

Take taunt, you chose a tank for a reason. I'm sure you could have made a scrapper but you didn't. Many will chime in with the infamous "we don't need it, my aura does..." and so on and so on. But honestly, an insta taunt every 4-6 seconds is extremely valuable. I'm all for auras (have a lvl 50 fire/fire) but even then I took taunt.

I'm not a min/maxer I don't enjoy skipping powers just to either do more dmg or act like everyone else because of minor details. I also took unstopp on my lvl 50 invul and use it whenever needed. The crash is easily monitored with either a stop watch (the days before hero planner) or Hero Planner ( which adds CD timer to the upper right corner).

If you still can't manage Unstopp then you either need more practice or switch to another safer tier 9. (Strength of Will). I take taunt as early as possible(lvl10) as I'm more of a dmg sponge than a dmg outlet, so I build mostly around defending and taking damage. I also like tight mobs of death balls.

Plus women are naturally attracted to the taunting voice, a mating call, so to speak.


"If you can make a girl laugh, you can make her do anything"

"You're like Giraffe's, the way you look down on me, with your vegetarian scorn."

 

Posted

So is it taunt than makes a tank ??? Cause Scrappers have taunt too??


The hard things I can do--- The impossible just take a little bit longer.

If numbers are so much more important than a teammate who is fun to play with, forget about the game altogether and go play with a calculator instead. -Claws and Effect-

 

Posted

Quote:
Originally Posted by Airhammer View Post
So is it taunt than makes a tank ??? Cause Scrappers have taunt too??
Taunt is part of what makes a tank (IMO at least), but to say any one thing is what makes or breaks any AT is a bit of a stretch. It is but one part of many different pieces that make up the whole.


 

Posted

Just put a Taunt enhancer in invincibilty, and you won't need Taunt.
Unstoppable is nice for your confidence, but you won't get much use from it .
Build up is not needed.
Quite honestly, it's really hard to muck up an Invulnerable tank.


Taunt only works on 5 mobs.
You have AoE attacks/aura will will work on more than 5 mobs.
My first tank had taunt. It was very helpful for me as a noob tank to just spam spam spam taunt all over to help manage aggro. But, now none of my tanks have taunt. I find I am a better tank without taunt. I use my complete line of powersets to manage aggro AND now I am actually contributing damage. Most importantly, I am enjoying playing a tank more.
Spamming taunt was getting boring, and I could never go back to that ever again.
Taunt is a crutch and can lead to your team mates acting stupidly. But, if you feel you need it go for it.


 

Posted

Quote:
Originally Posted by taekoUSA View Post
Just put a Taunt enhancer in invincibilty, and you won't need Taunt.
Unstoppable is nice for your confidence, but you won't get much use from it .
Build up is not needed.
Quite honestly, it's really hard to muck up an Invulnerable tank.


Taunt only works on 5 mobs.
You have AoE attacks/aura will will work on more than 5 mobs.

My first tank had taunt. It was very helpful for me as a noob tank to just spam spam spam taunt all over to help manage aggro. But, now none of my tanks have taunt. I find I am a better tank without taunt. I use my complete line of powersets to manage aggro AND now I am actually contributing damage. Most importantly, I am enjoying playing a tank more.
Spamming taunt was getting boring, and I could never go back to that ever again.
Taunt is a crutch and can lead to your team mates acting stupidly. But, if you feel you need it go for it.
(*)This post strikes me as a little strange. You say that Taunt is a crutch and leads players doing stupid things (because the Tank is holding aggro so well?). On the other hand, Taunt isn't needed as you can hold aggro without it. In the end, if both Tankers are holding aggro equally, how exactly is the one taunting encouraging poor play while the taunt-less Tanker isn't? The only explanation I can come up with is the taunt-less Tanker is holding aggro less well.

At any rate, I disagree that Taunt is a crutch. It's no more a crutch than buffs/debuffs, status protection, controls, etc. Taunt is a tool. Like any tool, it can be misused (ex: spamming it without doing anything else), but that doesn't make it a bad tool. (Besides, let's be honest, bad teammates will do stupid things whether or not you have Taunt. :P)

(*) Number of mobs hit doesn't devalue Taunt by itself - Taunt has many aspects that really can't be duplicated elsewhere. The duration of Taunt is unmatched, meaning you will generate a lot more threat with Taunt than any other power. (This is useful in cases such as fighting to hold aggro off Brutes/Tankers/Scrappers with aggro auras.) It is autohit, where auras and Gauntlet require tohit checks against AVs/GMs (important for something like the STF). It is ranged, so you can use it to pull aggro off teammates without the possibility of losing aggro on the herd around you already. Lastly, Taunt has a -range component, which can be used to help clump mobs together, even if there are no walls to break LOS.

I'm not saying that you have to pick up Taunt, or that you (generic) have to spam it over and over to be effective. What I am saying is it is a very powerful tool that shouldn't be downplayed simply because it only hits 5 targets. Personally, the farthest I lasted without Taunt was lvl30 on my Ice Tank. I missed the utility it offered to progress any further without it.


 

Posted

All good points Sarrate.

Also, taunt takes no endurance to use. So while you're standing there. getting attacked by all the Mu Guardians, and you struggle to maintain all your toggles while your team fires away freely, you can always toss out a taunt and it wont drop a toggle.

It is a great tool. I don't understand the negative talk about it. Sure, you don't need to use it on an experienced team, thats great, use your attacks then. What the big freakin' deal?

I have taken taunt on every tank I have ever played. I recommend increased range enhancements, it really increases its utility.


-Largo

Founder of A.G.O.N.Y. Supergroup on Victory
Member of Thought Sanctum VG on Victory
Member of St0rm Batallion SG on Guardian

 

Posted

Much as I hate hate hate HATE to say it, taunt is needed for a tank in some situations. For most of the game you don't need it. If you plan on:

AV missions with a team
or
Fight Giant Monsters
or
Hami Raids

You're going to want taunt. I have used an exceptionally high powered, super IO'd out Inv/EM tank with massive ST damage, and Invulnerability, and even with that gauntlet will not hold the aggro of an AV if a team of 8 is pounding on it, especially if some on the team are blasters/scrappers. Maybe Ice/EM could do it, or Ice/SS with multiple aggro fields.....

Gauntlet is next to useless, and you're not going to be a "tough scrapper" against Hami. (Main reason I will never never ever do another Hami raid, I hate hate hate taunt-boting).

GMs are similar to AVs and Hami, gauntlet requres a to-hit check on these guys, and doens't last long.

Frankly it's a stupid piece of [censored] programing crutch of a power. I hate it, it's in my opinion unheroic, and I hate it even more that I need it in some situations.


Help make America #1 in Broadband: www.broadband.gov

Take the survey/test (like a Census for Broadband): http://broadband.gov/qualitytest/about/

 

Posted

I much rather let those who want to be without taunt to carry on without taunt.

Simply let players pick and choose the people they like to team with.

I can tank the STF as a scrapper with confront, tank all the AVs, for a team without a defender or a controller and not die. I must know something. By doing any of it I show that no type of defender or controller is needed, like some crutch to a man who is missing a leg.

I'd much rather see tanks with it than without. Real life Masters of Distraction have been known to save lives and so there is nothing unacceptable about Taunt as a heroic power.


He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.

 

Posted

Quote:
Originally Posted by MurderousMalk View Post
So what your saying is we don't need tankers with taunt and should just play scrappers and run around like chickens with our heads cut off?
No, I'm saying you shouldn't blame a team's poor performance on the lack of taunt.

Quote:
Originally Posted by MurderousMalk View Post
No one was blaming taunt in general
Quote:
Originally Posted by MurderousMalk View Post
Over the past 2 weeks, I've team with various tankers without taunt and each time...they have face-planted the whole team because they could not hold the aggro so the squishie ATs could support/heal/buff that particular tanker.
Emphasis mine. If you don't mean to blame taunt, or the lack thereof, then you're failing.

Your implication that all that separates tankers from headless scrappers is the power taunt, you have volumes to learn on the subject.


 

Posted

Something I have noticed while fighting lvl 52 bosses in ae farms with my lvl 50 fire blaster.

I can strip aggro from a tank who only uses auras as their taunts far, far easier than a tank who spams taunt whenever it is up.

So my imput to a anyone who want to be a tank is take your auras, TAKE TAUNT.


 

Posted

Some Tankers I have to lower my DPS around, or wait that extra few seconds before debuffing which I wouldn't normally with some others. This is so as to not have more than I can handle. Can it mean that by having to hold back the team is losing in some efficiency? It can.

I don't believe that Tankers are needed, but if all they are is some guy at the front taking an alpha, and keeping some enemies, then hell I could prefer a Scrapper in their place. Tankers have to do more to aid the teams assault in order to make up for their lack of damage than a scrapper ordinarily can. Other members of the team should be more efficient from a tanker in front than a scrapper in front. If I, as a Blaster am locked in my own personal battle, with a small off shoot of the enemy group, then it's likely that I am now having to only hit 4 instead of 16 and utilize controls instead of dealing straight damage. I don't have to blame the offshoot on the tanker, but that fact that I could be striking against the main bulk of the group can come down to the tanker.


He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.

 

Posted

Quote:
Originally Posted by blinded View Post
Something I have noticed while fighting lvl 52 bosses in ae farms with my lvl 50 fire blaster.

I can strip aggro from a tank who only uses auras as their taunts far, far easier than a tank who spams taunt whenever it is up.

So my imput to a anyone who want to be a tank is take your auras, TAKE TAUNT.
Or you know you could just not be a spaz and wait for the tank to gain aggro, then hit your AoEs of doom. Don't worry, you'll still get the kills, it'll just be a little safer.

With the exception of AVs, GMs and specials (Hami), it is darn hard to take aggro away from a tank, once he has it. However if you don't wait for the tank to gain aggro, I say serves you right to get face planted.


Help make America #1 in Broadband: www.broadband.gov

Take the survey/test (like a Census for Broadband): http://broadband.gov/qualitytest/about/

 

Posted

Quote:
Originally Posted by blinded View Post
Something I have noticed while fighting lvl 52 bosses in ae farms with my lvl 50 fire blaster.

I can strip aggro from a tank who only uses auras as their taunts far, far easier than a tank who spams taunt whenever it is up.

So my imput to a anyone who want to be a tank is take your auras, TAKE TAUNT.
Yes, your advice is 100% spot-on, because as we all know, the entire game consists of nothing but AE boss farms...


 

Posted

And as a fire blaster he'll never get the attention of any of the groups over the tanks aggro cap either. Oh, wait.. nvm.


Throwing darts at the board to see if something sticks.....

Come show your resolve and fight my brute!
Tanks: Gauntlet, the streak breaker and you!
Quote:
Originally Posted by PapaSlade
Rangle's right....this is fun.

 

Posted

Quote:
Originally Posted by blinded View Post
Something I have noticed while fighting lvl 52 bosses in ae farms with my lvl 50 fire blaster.

I can strip aggro from a tank who only uses auras as their taunts far, far easier than a tank who spams taunt whenever it is up.

So my imput to a anyone who want to be a tank is take your auras, TAKE TAUNT.
Well here is an issue that many blasters deal with. And I play many blasters as well so I can speak from experience.

First off taunt is not a magical button that will keep all aggro no matter what happens.

Taunt only works on five targets at a time. It will not lock down a whole spawn by itself. Taunt will work well in juncuntion with auras.

Blasters need to allow the tank a few seconds to establish the aggro. Typically what I have seen happen is that the fireball is coming right up my backside right when I make contact with the mob. It takes a few seconds to establish that aggro and get the mobs focused on me.

Secondly there is an aggro cap and if I remember correctly that is set at 17. This is something unfortunately many blasters dont recognize. The tank is already working with one or two groups and in those AE farm missions where they are close together its vry EASY for your big fat fireball which hits 16 targets to spill over into another group OR exceed the tanks aggro limit. Then all that extra aggro belongs to you.

This is the one of the mistakes I think people make. Aggro is a TEAM issue not just a tank issue.


The hard things I can do--- The impossible just take a little bit longer.

If numbers are so much more important than a teammate who is fun to play with, forget about the game altogether and go play with a calculator instead. -Claws and Effect-

 

Posted

Here's another vote for skipping unstoppable or leaving it till very late as a last minute pick. Invuln is already a monster of survivability with a few good S/L set bonuses and the powers up to invincibility. Add tough/weave and nobody can throw you off.

As to the taunt issue I have tankers that went most of their career with and without. My Fire/EM managed to tank very competently even with the paltry AOE potential of /EM. My Inv/Mace found taunt a nice tool to keep aggro before Invincibility, and a great insurance policy after.

I would perhaps suggest trying it without taunt for a while to get a real feel for aggro control and good pacing. Add in taunt if you feel you're endangering your team too often or for the often mentioned purpose of AV/GM tanking. Note that this can be done well without taunt, but is not 100% foolproof as taunt is.

If you decide to go tauntless, be dauntless! Really push ahead of the team and adopt an aggressive playstyle. If you can get in there early enough and establish the group with gauntlet/auras/aoes, it will be pretty hard to snatch aggro from you. This is good tanker practice for most normal missioning anyhow, as it keeps the team rolling and helps prevent accidental squishy alpha aggro. I'll usually leave the previous group of mobs once I know it's down to a level the others can handle without pain. They mop up while I get the next package tightly wrapped.


 

Posted

Quote:
Originally Posted by sturm375 View Post
Or you know you could just not be a spaz and wait for the tank to gain aggro, then hit your AoEs of doom. Don't worry, you'll still get the kills, it'll just be a little safer.
Exactly. The tanker is trying to concentrate the spawn to make your AoE more effective, not so that he can kill them all first.

The same goes with AoE immobilizes, holds, debuffs, and so forth. Use them; just don't shoot them over my shoulder when I'm charging the mobs.



<《 New Colchis / Guides / Mission Architect 》>
"At what point do we say, 'You're mucking with our myths'?" - Harlan Ellison

 

Posted

Quote:
Originally Posted by Postagulous View Post
Unstoppable was an ASAP
Actually no. Unstoppable isn't an ASAP. It's entirely optional.

Unstoppable, like the self-res for Willpower, is a failure mitigation tool.
What does this mean?

People keep calling it a God-mode. It's not. It bumps your resists and endurance recovery, propping you up a LITTLE longer, but it's not a tool you should use regularly. It's a tool you use when you're overwhelmed and need just another minute or two to either finish pounding down the bad guy or run away.

If you're ALREADY capped for damage resistance and STILL getting sawed through, unstoppable isn't going to help you a bit.

My main-scrank build on Hyperstrike is like this (and when I respec it, I'm dropping unstoppable). I've used unstoppable exactly ONCE in the last eight months. And while YES, it saved my bacon, once in an eight month span means the power is next to useless for me.



Clicking on the linked image above will take you off the City of Heroes site. However, the guides will be linked back here.

 

Posted

Quote:
Originally Posted by Aett_Thorn View Post
First off, Taunt is neither necessary nor useless. It is a tool to hold aggro. It is a tool that you can do without, but is nice to have. If you can hold aggro without it, then you can do so. Just because another Tanker used it is no reason to get it yourself if you don't need it.
*feels the need to reiterate this.*

The "need" for taunt is going to vary depending on -
- Primary (speaking specifically of tanks)
- Powersets
- Playstyle
- Preference

Some primaries just feel like (I'm reasonably sure we've said "are," but without looking up numbers, i'm going with feel) they have a weaker taunt aura. Others (say, Stone) have plenty of tools without taunt to gather and maintain aggro.

"Powersets" sounds redundant at first - but some primary/secondaries work together for aggro control far more effectively than others. (I'm noticing it with Fire/SS vs Fire/En, for instance.) You may want to fit taunt in with some powersets sooner than with others.

Playstyle - I'll freely admit with dual builds I sometimes have a "Tanker" build and a "Heavy Scrapper" build - one more for teaming, one for soloing (or off-tanking.) The second one, I don't feel the need for Taunt.

Preference - Some people just want it no matter what, others don't want to see it no matter what. If you're comfortable without it and can tank without it, great. If you are more comfortable WITH it? That's fine too. (F'rinstance, tanking + level Carnies on a full team - if spawns are close together, I don't want to hop in. I'll taunt the near group and pull them out of the way to get a little breathing room between the two.)


 

Posted

Take taunt, the ladies will love you for it, and the men will envy you're glow of after battle. Seriously, if you don't get some numbers taunting you either need to work out more, or hit the D and buy some Super Honeys some drinks.


"If you can make a girl laugh, you can make her do anything"

"You're like Giraffe's, the way you look down on me, with your vegetarian scorn."

 

Posted

Quote:
Originally Posted by Aett_Thorn View Post
First off, Taunt is neither necessary nor useless. It is a tool to hold aggro. It is a tool that you can do without, but is nice to have. If you can hold aggro without it, then you can do so. Just because another Tanker used it is no reason to get it yourself if you don't need it.
What Aett says here is quite true. What he left out is that Taunt also has a -Rng on mobs taunted, so do you really want to leave it out?


"I never said thank you." - Lt. Gordon

"And you'll never have to." - the Dark Knight